Project Zomboid

Project Zomboid

Fancy Handwork
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dhert  [developer] Jan 7, 2023 @ 12:16am
Fancy Handwork - "Basically 2.0" Update
Hello Everyone! I have here another release of Fancy Handwork that changes A LOT.

Features Overview
  • NEW Animation Sync method! This should be much faster and stable for displaying animations properly in Multiplayer. Should negate most of the "Bouncing" too!
  • Due to this, Item and Weapon animation masks are now also applied to the Right Hand to fix weird vanilla placement and "wobble" that occurs when moving.
  • NEW World interaction animation! See your character opening/closing doors, curtains, and interacting with various objects!
  • NEW Cooking Animations! When creating an "Evolved Recipe", you now display the main item in your left and perform an animation. No longer do you just stand there, willing food into existence!
  • NEW Animations for carrying Heavy Items such as Generators and Corpses! Made specifically with the mod Visible Generators and Corpses in mind!
  • NEW Conditional Aiming Pose! Characters with less experience will hold their second hand item in a lower position, and assume the Tactical aim pose after a configurable (default 3) level! Configurable as a Sandbox Option!
  • Appropriate Vanilla Animations have now been placed on a number(over 40!) of TimedActions that previously did not have one.

World Interactions
The World Interactions are quick, non-blocking, and immersive animations performed by your character for some actions. This includes opening a door or curtains, toggling a stove or a light, getting the info for a World Object, and more! There are multiple variants for this animation, and the animation chosen is intelligently conditional.

Quick Notes
If you are standing still you will turn and face the object you are interacting with if you are not already doing so. When moving, your character will not turn to face the object.

When performing a World Interaction and moving your character will slow down slightly, and stop altogether in the case of opening a Garage Door, for a very brief moment. I have no plans on this being a configurable option, and this is done intentionally. It is a fantastic inclusion for immersion in my opinion, and in tight situations makes planning your movement all the more important. After time, you will hardly notice it.


Cooking Animations
The "Chop" sound effect still plays, but now your character performs an animation too! If you are cooking with a pot, you will see it in your hand, etc!

Future Plans
What is here is an improvement, but definitely can be improved itself. I will be adding better animations for adding ingredients to food; the current animations will be for adding "Spices" only.

There are also a few food types that I just kind of forgot about, like making sandwiches and pies. Sooooo, you make those on a Pan for now because that is the "Default". I will be fixing this, but wanted to move on from Cooking Animations at the time. You also do not see many food items in your hand, but not sure how interested I am in solving this right now. Support is there for it to work, just the items need changes themselves.



Final Notes
Your character should feel a lot more alive following this update, and I only plan on making it better from here. I have spent a lot of time and love on this mod, and so I cannot thank you enough for the positive reception this has gotten.

I had planned on making some more screenshots, maybe even a video, but all of that fell through today. I will be updating all of this information over the next day or so, and going into further details on many of the changes.

I hope you all enjoy!
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Showing 1-6 of 6 comments
dhert  [developer] Jan 7, 2023 @ 12:17am 
Reserved for further information on the TimedAction changes
Syhh Jan 7, 2023 @ 4:05am 
LOVE this
Anti-tank Angel Jan 7, 2023 @ 9:15pm 
Opening doors slow the character down for a second,could you fix the delaying plz
dhert  [developer] Jan 7, 2023 @ 9:49pm 
@ANTI-tank Angel - No, and this is not a bug. I have explained this in the description and the above post:

When performing a World Interaction and moving your character will slow down slightly, and stop altogether in the case of opening a Garage Door, for a very brief moment. I have no plans on this being a configurable option, and this is done intentionally. It is a fantastic inclusion for immersion in my opinion, and in tight situations makes planning your movement all the more important. After time, you will hardly notice it.
Anti-tank Angel Jan 8, 2023 @ 8:24am 
Totally agree with you on this. But the problem is the door is opened instantly before the actions is finished. They just don't sync. I have to face the unknown behind the door right away with actions that slow me down, doesn't seen right. So could you make them sync or maybe give it an option before it really works.
dhert  [developer] Jan 8, 2023 @ 10:42am 
I do see what you mean. But unfortunately, its not that simple due to how the base game handles doors.

The "Interact" key action (E) is just not exposed in Lua, and there is no method to override this. My mod works by checking the objects around the player, and performing the animation if it finds an appropriate object when that key is pressed too. As such, the door toggle and animation happen from 2 different locations and I cannot consolidate this.

The Mouse-Click and TimedAction (done from the context menu) work the same way for consistency, in that on success of toggling the door the animation is performed.

Due to how it is defined in the animation action file, the slowdown cannot be a configurable amount either.

In real life you cannot open/close a door without slowing down really, and this is meant to simulate that as best it can since doors toggle immediately in the game. The speed reduction is only applied to your movement speed and is very brief, so any other action such as attacking will not be impacted. I feel this makes doors you cannot see through all the more exciting, as you need to be prepared and take into account that you will be briefly slower. Once you get used to it, I feel you will hardly notice it anymore.

The only other alternative to make it "smooth" is to make the slowdown even more dramatic, even stopping the player, which I felt increased the difficulty way too much.
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